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Duplicating evil floating icons! [Solved]

Posted: Wed Feb 08, 2012 2:31 pm
by MandeRek
Hey GT'ers!

I made a new icon hud_force_wave.msh and put it in the msh folder. Then, I loaded it's HUDTag line in the odf, and added the texture and mesh lines to the unit's req file.
I munged, tested, and the icon was ingame. Then, I added it to the heroweapons.hud (which is loaded properly) and munged. I got no errors. Ingame, I got the icon fixed.. But the same icon is still where it's floating! I don't know what could be wrong.. Here's the .hud file since that might be the only thing I missed something in I guess; the rest worked a hundred times before with other icons

heroweapons.hud
Hidden/Spoiler:
Code:

ViewPort("Transforms")
{
EventNameFilter("player%")

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("gar_weap_inf_launcher", "com_inv_mesh")
NameMesh("gar_weap_inf_fusioncutter", "com_inv_mesh")
NameMesh("gar_weap_inf_pistol", "com_inv_mesh")
NameMesh("gar_weap_inf_rifle", "com_inv_mesh")


EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

//change position, rotation and scale of first weapon here, remove unused lines

MeshInfo("gar_weap_inf_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}

MeshInfo("gar_weap_inf_rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("gar_weap_inf_launcher")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}

MeshInfo("gar_weap_inf_fusioncutter")
{
Position(-0.240446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}
}
}
}

// Second Weapons Section

TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("hud_force_wave", "com_inv_mesh")


EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

// adjust position, rotation and scale of second weapon here

MeshInfo("hud_force_wave")
{
Position(-0.251899, 0.250537, 0.060000, "Viewport")
Rotation(0.020765, 359.925140, 359.999695)
}
}
}
}

Re: Duplicating evil floating icons!

Posted: Wed Feb 08, 2012 2:45 pm
by FragMe!

Re: Duplicating evil floating icons!

Posted: Wed Feb 08, 2012 3:00 pm
by MandeRek
Fixed! Thanks a lot! :D

Re: Duplicating evil floating icons! [Solved]

Posted: Wed Feb 08, 2012 7:17 pm
by AQT
Ha, the me of the past knew what to do, while the me at the present didn't even think of that. :lol: